/* ScummVM - Graphic Adventure Engine * * ScummVM is the legal property of its developers, whose names * are too numerous to list here. Please refer to the COPYRIGHT * file distributed with this source distribution. * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * */ /* * This file is based on WME Lite. * http://dead-code.org/redir.php?target=wmelite * Copyright (c) 2011 Jan Nedoma */ #include "engines/wintermute/dcgf.h" #include "engines/wintermute/Base/BFontStorage.h" #include "engines/wintermute/Base/BGame.h" #include "engines/wintermute/Base/BFont.h" #include "engines/wintermute/PlatformSDL.h" #include "common/str.h" namespace WinterMute { ////////////////////////////////////////////////////////////////////// // Construction/Destruction ////////////////////////////////////////////////////////////////////// IMPLEMENT_PERSISTENT(CBFontStorage, true) ////////////////////////////////////////////////////////////////////////// CBFontStorage::CBFontStorage(CBGame *inGame): CBBase(inGame) { // _fTLibrary = NULL; InitFreeType(); } ////////////////////////////////////////////////////////////////////////// CBFontStorage::~CBFontStorage() { Cleanup(true); } ////////////////////////////////////////////////////////////////////////// void CBFontStorage::InitFreeType() { #if 0 FT_Error error = FT_Init_FreeType(&_fTLibrary); if (error) { Game->LOG(0, "Error initializing FreeType library."); } #endif } ////////////////////////////////////////////////////////////////////////// HRESULT CBFontStorage::Cleanup(bool Warn) { int i; for (i = 0; i < _fonts.GetSize(); i++) { if (Warn) Game->LOG(0, "Removing orphan font '%s'", _fonts[i]->_filename); delete _fonts[i]; } _fonts.RemoveAll(); #if 0 if (_fTLibrary) FT_Done_FreeType(_fTLibrary); #endif return S_OK; } ////////////////////////////////////////////////////////////////////////// HRESULT CBFontStorage::InitLoop() { for (int i = 0; i < _fonts.GetSize(); i++) { _fonts[i]->InitLoop(); } return S_OK; } ////////////////////////////////////////////////////////////////////////// CBFont *CBFontStorage::AddFont(const char *Filename) { if (!Filename) return NULL; for (int i = 0; i < _fonts.GetSize(); i++) { if (scumm_stricmp(_fonts[i]->_filename, Filename) == 0) { _fonts[i]->_refCount++; return _fonts[i]; } } /* CBFont* font = new CBFont(Game); if (!font) return NULL; if (FAILED(font->LoadFile(Filename))) { delete font; return NULL; } else { font->_refCount = 1; _fonts.Add(font); return font; } */ CBFont *font = CBFont::CreateFromFile(Game, Filename); if (font) { font->_refCount = 1; _fonts.Add(font); } return font; } ////////////////////////////////////////////////////////////////////////// HRESULT CBFontStorage::RemoveFont(CBFont *Font) { if (!Font) return E_FAIL; for (int i = 0; i < _fonts.GetSize(); i++) { if (_fonts[i] == Font) { _fonts[i]->_refCount--; if (_fonts[i]->_refCount <= 0) { delete _fonts[i]; _fonts.RemoveAt(i); } break; } } return S_OK; } ////////////////////////////////////////////////////////////////////////// HRESULT CBFontStorage::Persist(CBPersistMgr *persistMgr) { if (!persistMgr->_saving) Cleanup(false); persistMgr->transfer(TMEMBER(Game)); _fonts.Persist(persistMgr); if (!persistMgr->_saving) InitFreeType(); return S_OK; } } // end of namespace WinterMute